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I'm trying to achieve Passive Skills with Yami Skill Equip, and Skill Equip Limitation, but instead of using a Yanfly Passive States or Neon Black Passive Skills as many people has tried, I want to go with a common event running on parallel with a conditional branch that will check if actor # has equipped skill # add/remove state #. (Sounds simple to me).
So I'm requesting a script call that I can modify for the conditional branch.
In this thread Senshu hinted that "a.skill_equipped?(3)" could work, but I got an interpreter error.
^ That or just a script that binds the equipped skill to having or not that state active.
(Just because I'm not completely sure that the common event idea will work fine).
Probably Asked Questions:
Q: Why in that way instead of going like this?
A: Well, some of the passive states that I want to have in my game use some of Yanfly Lunatic States or similar scripts which adds features through notetags, and if I use Neon Black Passive Skills the notetags wouldn't be inherited as he stated here.
Q: What do you hope to achieve with this?
A: A Skill System similar to Final Fantasy Tactics Advance, where the characters are able to have Support1 and Reaction Abilities2, which can be changed any time. This allowing to have skill builds, combos, party influenced skills and much more!.
1: Support skills are the same as Passives so this is what I'm rquesting, duh!
2: I think that I can achieve Reaction Skills with Hime Battle Reactions, but I haven't tested yet if it is compatible with Yami Skill Equip, so if they are not I'll probably create another thread for the matter...
Q: Is this only for your project?
A: No, I've seen too many threads1 requesting Passive Skills to work with Skill Equip. And as I have already linked above there are ways to make them compatible, but I'm just trying to go a bit foward with the number of external features that can be added, and I know for sure I'm not the only one requesting for things like Lunatic States and Elemental Absorb as optional passives.
1: I can google search them and link them here, don't challenge me!!! hahaha
So, please RGSS3 Scripters out there, help us the Tactical RPG lovers to have this!

So I'm requesting a script call that I can modify for the conditional branch.
In this thread Senshu hinted that "a.skill_equipped?(3)" could work, but I got an interpreter error.
^ That or just a script that binds the equipped skill to having or not that state active.
(Just because I'm not completely sure that the common event idea will work fine).
Probably Asked Questions:
Q: Why in that way instead of going like this?
A: Well, some of the passive states that I want to have in my game use some of Yanfly Lunatic States or similar scripts which adds features through notetags, and if I use Neon Black Passive Skills the notetags wouldn't be inherited as he stated here.
Q: What do you hope to achieve with this?
A: A Skill System similar to Final Fantasy Tactics Advance, where the characters are able to have Support1 and Reaction Abilities2, which can be changed any time. This allowing to have skill builds, combos, party influenced skills and much more!.
1: Support skills are the same as Passives so this is what I'm rquesting, duh!
2: I think that I can achieve Reaction Skills with Hime Battle Reactions, but I haven't tested yet if it is compatible with Yami Skill Equip, so if they are not I'll probably create another thread for the matter...
Q: Is this only for your project?
A: No, I've seen too many threads1 requesting Passive Skills to work with Skill Equip. And as I have already linked above there are ways to make them compatible, but I'm just trying to go a bit foward with the number of external features that can be added, and I know for sure I'm not the only one requesting for things like Lunatic States and Elemental Absorb as optional passives.
1: I can google search them and link them here, don't challenge me!!! hahaha
So, please RGSS3 Scripters out there, help us the Tactical RPG lovers to have this!
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